I read on community hub, that activating reward units will cause connection issues, because the game engine thinks you play a mod. So better switch off reward units in automatch!
Reward units? Do you mean TOV units? |
I think what most likely will happen is that a relic community manager will post in about a month that a new patch will come out somewhat in 2014. It will fix the "most pressing issues" and a release date can´t be given^^
I am pretty sure that the most "pressing issue" to be fixed will be something like adding the anility to see if a game is a comp stomp or not in lobby. Or maybe they can add \whisper to the chat room.
Those changes would be AWESOME! (/snark: off)
Please please fix laghacks and drophacks! |
I tend to agree with AvNY. If your game is balanced only for 1v1, that should be the only automatch mode available. I think sadly Relic's credibility has been really damaged for a lot of casuals. But judging by the win/loss ratios of the top 100 or so, even 1v1 isn't perfect so arguably that should be fixed first.
My argument wasn't really 1v1 vs 2v2 but that balance has to be for average players, not just top tier. If you are only balanced for top tier you are excluding a huge part of the market (and this is, after all, a product).
98% of users are not "top tier" micro, and probably most of the avid players aren't. One can even argue that the player base would be larger (though the average skill level commensurately lower) if there was more balance at lower skill levels.
To be a commercial success (and we want it to be a commercial success) you have to balance the mid-range as well. Of course it still has to reward better strategy and micro. vCOH did this very well. In fact brilliantly in that a better strategy would beat better micro, so it always remaind a strategy game.
I didn't say it would be easy, but I do think it needs to be the goal. |
Anyone who acts like they can play german afk and beat anyone by just making 5 grens with LMGs before pulling 3 tigers out of their ass needs to wise up. Go play a top tier soviet player, I promise you its not that easy
This misses a point that is fundamental to the COMMERCIAL success of a COH game. Which is that the vast majority of players, including the vast majority of multi-players, are not top tier. If the game isn't balanced for the average player then you will lose much of your player base.
That won't affect the high-level play one bit... except that it affects commercial success. And Relic support will disappear, as will any hope for a COH3 in the future, if there isn't commercial success.
So let's not hold up top tier players as the goal for balance. By definition, if we want a successful franchise that continues to support the community, we should want balance for the average players. |
Wow it does that much? Now that sounds interesting... I thought it would act more like the British Radio Triangulation ability in CoH1 so I never tried it.
Actually that was the brit radio intercept and it did do that except with no map pings.
The triangulation was AWESOME. put down three beacons and anything inside the triangle would appear to you and your teammates. It couldn't be used for call-ins. you still had to have vision on them for that. |
Thread: T34/8515 Oct 2013, 16:09 PM
I said SU85 needed a speed nerf. Devs seem to have thought the same, wince thatmis what happened.
I specifically suggested lowering speed while Coned. When that wasnt sufficient, as I suspected it might not be, I suggested a further native speed reduction, which also was the Devs choice in a second nerf.
I never disagreed about MH42 suppression rate being too high. I simply maintained and made clear the disparity in respective HMG unit survival, which is still disparate. Some people where so wound up in their Sov perspective, they tried to argue that Maxim survival was lower than MG42, which is patently false. Relwtive suppression rates where the problem Sov faced, not a survival disparity, though some people tried to shoehorn that in, when that wasnt the pressing balance issue at all, and which infact was in favor of Sov.
Inwas also one of the guys pointing out that Ost needed atleast a 4th Support team member, which eventually was implemented. Can you imagine/remember that Ost teams, really, seriously, only had 3 men? Seems improbale now, but it was indeed the case. The disparity still exists, but it provides opportunity to counterbalance Support teams performwnce asymmetrically against that existing disparity, so its not all bad.
You are misrepresenting my posts. Whether that is because you misread or misinterpreted them, I dont know, but nonetheless, I never took the positions you claim I did.
Blah blah blah blah blah.
Do you realize that no one pays attention anymore? Like listening to a defense attorney; It isn't that anything you say is de facto biased, but that at this point everyone knows your bias and that everything you say is geared towards that bias. So even your reasonable points are seen as nothing more than an attempt at making your fanboi opinion merely "sound" reasonable. |
Thread: T34/8515 Oct 2013, 13:31 PM
I have been gathering these for a while with a simple script (I also use a script that hides Nullist posts if anybody's interested )
Don't give it away!
I am pretty sure you can sell it as a DLC faster than Relic can sell commanders. |
You cannot just order your 3 Su85's to go aid your teamate, they are just not designed to do that. They will definitely get flanked and finished of by armor or PG's spam.
+100
This was not the case in vCOH where the StuG (presumably similar to Su-85) could be vet3 and by that point is very survivable AND has its own anti-infantry built in with the top gunners. |
In the final analysis, Soviets can be considered to be as effective as Ostheer if you have above average micro to avoid the manpower drain of conscript reinforcement and losing snipers. Germans are balanced if you have average micro.
That's pretty much it in a nutshell.
That describes vCOH very well too. |
In vCOH there wasn't a lot of resources on the map. 3v3 and 4v4 never had more than +5 fuels unless it was part of the map strategy. Some maps had a bit more but it was part of the map-game.
On King of the Hill there were some high-resource points in the south, but no VPs. There were VPs in the north, but no resources. that map was MEANT to be played only as VP and you had to choose between grabbing VPs or resources. Without VPs it is a race for US to both grab the resources AND quickly defeat Axis. Otherwise all those hedges and forests make it VERY axis friendly (panthers ignore hedges while it creates shadows for US and brit AT). Without VPs I would say it is hugely in axis favor, especially since axis has non-doctrinal artillery and PE have very mobile mortars, not to mention both have non-doctrinal hedge crossing tanks. |